the Jester
Legend
Okay, just as I have a thread for the other SHs, I'm posting one for the Year 271 Campaign (which is actually now the Y272 game, as we've been through winter).
This campaign uses a low-magic variant ruleset, though perhaps 'lost-magic' is a more appropriate term for it. If you're interested in checking it out, it's here.
Anyhow, just as a note in case anyone checks skill point or feat totals and notices something funny, in this ruleset you get ability increases and feats more often, as well as more skill points per class level (I waffle on whether monsters should get this too). Also, a lot more classes get bonus feats but only wizards, druids and priests cast spells.
That said, let's kick this off with Bando the Black.
Bando was the squire of a knight named Sir Bors. He was a resentful and jealous cuss who refused to heed his master's word enough to gain his knighthood. Bando always blamed Sir Bors for his failings, and when Sir Bors was badly wounded, Bando turned on him and murdered him, then stole his armor, shield and sword (all cunningly worked with his heraldry) and took up his identity. He went on a rampage until his liege, the Baron of Kamenda, dispatched knights throughout his lands to try to hunt him down. In the end, the sheriff of Whitewater and his allies managed to slay Bando and he was revealed for an imposter.
‘SIR BORS’ (Bando the Black)
Human knight 1/rogue 3
CE medium humanoid (human)
Init +6; Senses Listen +5, Spot +5
Languages Kamendan
AC 21, touch 11, flat-footed 20
Hit Dice 1d10 + 3d6 +4 (22)
Fort +4, Ref +5 (plus evasion), Will -1
Speed 20 ft. (4 squares)
Melee bastard sword +6 (1d10+2/19-20)
Ranged dagger +5 (1d4+2/19-20)
Base Atk +3; Grp +5
Atk Options immediate charge 1/day, sneak attack +2d6
Combat Gear vial of acid
Str 14, Dex 15, Con 12, Int 13, Wis 6, Cha 9
SQ evasion, trapfinding
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Weapon Focus (bastard sword)
Skills Bluff +3, Handle Animal +3, Heal+2, Hide +3, Listen +5, Move Silently +3, Ride +9, Spot +5, Survival +5
Possessions combat gear plus Bors’ full plate armor, Bors’ heavy steel shield, Bors’ bastard sword, thieves’ tools, dagger, purse of 14 gp, 55 sp, 12 cp, 11 farthings (quarter-coppers)
This campaign uses a low-magic variant ruleset, though perhaps 'lost-magic' is a more appropriate term for it. If you're interested in checking it out, it's here.
Anyhow, just as a note in case anyone checks skill point or feat totals and notices something funny, in this ruleset you get ability increases and feats more often, as well as more skill points per class level (I waffle on whether monsters should get this too). Also, a lot more classes get bonus feats but only wizards, druids and priests cast spells.
That said, let's kick this off with Bando the Black.
Bando was the squire of a knight named Sir Bors. He was a resentful and jealous cuss who refused to heed his master's word enough to gain his knighthood. Bando always blamed Sir Bors for his failings, and when Sir Bors was badly wounded, Bando turned on him and murdered him, then stole his armor, shield and sword (all cunningly worked with his heraldry) and took up his identity. He went on a rampage until his liege, the Baron of Kamenda, dispatched knights throughout his lands to try to hunt him down. In the end, the sheriff of Whitewater and his allies managed to slay Bando and he was revealed for an imposter.
‘SIR BORS’ (Bando the Black)
Human knight 1/rogue 3
CE medium humanoid (human)
Init +6; Senses Listen +5, Spot +5
Languages Kamendan
AC 21, touch 11, flat-footed 20
Hit Dice 1d10 + 3d6 +4 (22)
Fort +4, Ref +5 (plus evasion), Will -1
Speed 20 ft. (4 squares)
Melee bastard sword +6 (1d10+2/19-20)
Ranged dagger +5 (1d4+2/19-20)
Base Atk +3; Grp +5
Atk Options immediate charge 1/day, sneak attack +2d6
Combat Gear vial of acid
Str 14, Dex 15, Con 12, Int 13, Wis 6, Cha 9
SQ evasion, trapfinding
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Weapon Focus (bastard sword)
Skills Bluff +3, Handle Animal +3, Heal+2, Hide +3, Listen +5, Move Silently +3, Ride +9, Spot +5, Survival +5
Possessions combat gear plus Bors’ full plate armor, Bors’ heavy steel shield, Bors’ bastard sword, thieves’ tools, dagger, purse of 14 gp, 55 sp, 12 cp, 11 farthings (quarter-coppers)
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)


